Climb - Kill Team Rules
- Climb: costs at least 2" of movement per climb
- Drop: first 2" free per action (cumulative drops add up)
- Jump: up to 4" horizontal from Vantage 2"+, ignores 1" height differences
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that's visible to them to climb it. Each climb costs a minimum of 2" movement (even if actual height is less).
- The operative doesn't need to be near a wall to climb - they can climb from anywhere within horizontal range.
- You cannot climb during a Dash action.
An operative must be within 1" horizontally and 3" vertically of terrain that's visible to them to climb it. Each climb is treated as a minimum of 2" vertically.
Dropping
When moving off terrain, operatives drop down. Ignore 2" of vertical drop per action. A 2" drop costs no movement. A 4" drop costs 2" of movement (4" - 2" ignored).
- Unlike climbing, you CAN drop during a Dash action.
Operatives drop down when they move off terrain. Ignore 2" of vertical distance that they drop during each action.
Dropping (Multiple)
The 2" free drop is per ACTION, not per drop. If an operative drops multiple times in one action, only 2" total is ignored across all drops.
If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.
Jump
Operatives can jump from Vantage terrain higher than 2". Move up to 4" horizontally from the edge, then drop or climb from there. Useful for crossing gaps.
Operatives can jump from Vantage terrain higher than 2" from the killzone floor. You can move them up to 4" horizontally from the edge when they jump.
Jump (Landing) WIP TODO
When jumping to terrain, ignore height differences of 1" or less. Landing on something 1" lower/higher needs no extra calculation. Greater differences require additional climb.
When jumping to a terrain feature, you can ignore its height difference of 1" or less, including its rampart (if any).